[LiquidGame.Aspect_ApolloAoEPowerBlock] BurstRadius=120 ;; Radius for the power burst EffectCone=-1.1 ;; Cone of effect ( cos( degrees/2 ) ) -1.1 will give 360 degree coverage BurstPower=18 ;; Power for the burst [LiquidGame.Aspect_ApolloDashingShieldBash] BurstRadius=70 ;; Radius for the power burst EffectCone=-1.1 ;; Cone of effect ( cos( degrees/2 ) ) -1.1 will give 360 degree coverage [LiquidGame.Aspect_AresDeflectedHeavyFinisher] BurstRadius=120 EffectCone=0.866 ;; Cone of effect ( cos( degrees/2 ) ) [LiquidGame.Aspect_AresHeavyDashAttack] ArmorDamageBonus=100 [LiquidGame.Aspect_AresWeaponSwap] ArmorDamageBonus=100 [LiquidGame.Aspect_ArgonautHealth] PercentHealthBoost=0.50 ;; Percent of bonus health (float) [LiquidGame.Aspect_ArgoStateOfGrace] EnterHealthPercentThreshold=0.9 ;; Health value where State of Grace begins (int) ExitHealthPercentThreshold=1.0 ;; Health value where State of Grace ends (int) RecoverHealthPercentPerSecond=0.001 ;; Percent of health to recover per second in state of grace (int) [LiquidGame.Aspect_ArmorDamage] ArmorDamageBoostLevel1=0.33 ;; Percent to increase armor damage by for level 1 (float) ArmorDamageBoostLevel2=0.66;; Percent to increase armor damage by for level 2 (float) ArmorDamageBoostLevel3=1.0 ;; Percent to increase armor damage by for level 3 (float) [LiquidGame.Aspect_AthenaHeavyDashAttack] ArmorDamageBonus=20 FleshDamageBonus=20 [LiquidGame.Aspect_AthenaSpearThrow] ArmorDamageBonus=20 PowerBonus=2 [LiquidGame.Aspect_AthenaWeaponSwap] PowerBonus=4 [LiquidGame.Aspect_Backstab] FleshDamage1=0 ;; How much flesh damage bonus to apply when Jason is behind his target FleshDamage2=10 ;; How much flesh damage bonus to apply when Jason is behind his target ArmorDamage1=0 ;; How much flesh damage bonus to apply when Jason is behind his target ArmorDamage2=10 ;; How much flesh damage bonus to apply when Jason is behind his target GodPowerRechargeBonusPercent1=0.06 ;; Percentage bonus to God Power charge on a successful backstab hit GodPowerRechargeBonusPercent2=0.15 [LiquidGame.Aspect_BloodDrinker] HealthGainPercentLevel1=0.025 ;;Percentage health to gain for level 1 (float) HealthGainPercentLevel2=0.05 ;;Percentage health to gain for level 2 (float) [LiquidGame.Aspect_BloodFrenzy] EnemyKillsToActivate=2 ;;How many enemies must die to activate this ability ActivationTimeLimit=8.0 ;;How much time is allowed to get the activation kills FrenzyDuration=8.0 ;; How long the buff lasts after activation, kills will reset the timer to this PowerBoostLevel1=0 ;;When active, how much Power does this ability add PowerBoostLevel2=1 PowerBoostLevel3=1 PowerBoostLevel4=1 DamageBoostLevel1=5 ;;When active, how much Damage does this ability add DamageBoostLevel2=10 DamageBoostLevel3=20 DamageBoostLevel4=60 ArmorBreakChanceLevel1=0.0 ;;When active, what is the % chance of instant armor destruction (float) ArmorBreakChanceLevel2=0.0 ArmorBreakChanceLevel3=0.0 ArmorBreakChanceLevel4=0.1 [LiquidGame.Aspect_EquipmentBloodFrenzy] EnemyKillsToActivate=2 ;;How many enemies must die to activate this ability ActivationTimeLimit=8.0 ;;How much time is allowed to get the activation kills FrenzyDuration=8.0 ;; How long the buff lasts after activation, kills will reset the timer to this PowerBoostLevel1=0 ;;When active, how much Power does this ability add PowerBoostLevel2=1 PowerBoostLevel3=1 PowerBoostLevel4=1 DamageBoostLevel1=5 ;;When active, how much Damage does this ability add DamageBoostLevel2=10 DamageBoostLevel3=20 DamageBoostLevel4=60 ArmorBreakChanceLevel1=0.0 ;;When active, what is the % chance of instant armor destruction (float) ArmorBreakChanceLevel2=0.0 ArmorBreakChanceLevel3=0.0 ArmorBreakChanceLevel4=0.1 [LiquidGame.Aspect_ClearOut] TimeWindow=5.0 ;; The time to track damage for ActivationPercent=0.22 ;; The percent of max health that must be received to activate BurstRadius=100 ;; The radius of the burst EffectCone=-1.1 ;; Cone of effect ( cos( degrees/2 ) ) -1.1 will give 360 degree coverage BurstPower=18 ;; The Power of the burst [LiquidGame.Aspect_CourageUnderFire] DamageBoost=10 ;; Damage increase while in State of Grace (int) [LiquidGame.Aspect_CriticalHit] CriticalChance1= 0.10 ;; How much Critical Chance to add per level CriticalChance2= 0.15 CriticalChance3= 0.15 CriticalDamage1=10 CriticalDamage2=10 CriticalDamage3=10 ChanceInterruptionLevel1=0.45 ;; Bonus chance for interrupting your target ChanceInterruptionLevel2=0.45 [LiquidGame.Aspect_DamageTracking] TimeWindow=1.0 ;; The time to track damage for [LiquidGame.Aspect_DefendersHalo] EffectRadiusLevel1=150 ;; The radius to check for and effect enemies in (unreal units) EffectRadiusLevel2=150 EffectValueEnemy0=0.0 ;; damage reduction values based on number of enemies in range (float) EffectValueEnemy1=0.10 EffectValueEnemy2=0.20 EffectValueEnemy3=0.30 EffectValueEnemy4=0.40 EffectValueEnemy5=0.50 EffectMultiplierLevel1=1.0 ;; Multipliers for the percent chance of effect values based on nearby enemies (float) EffectMultiplierLevel2=1.0 [LiquidGame.Aspect_EasyInterruption] InterruptionStrengthBonusLevel1=2 ;;Interruption Strength bonus InterruptionStrengthBonusLevel2=4 [LiquidGame.Aspect_EntertainTheGods] TimeWindow=10.0 ;; The time to track damage for ActivationValue=110 ;; How much damage must be dealt to activate ChargeBonus=200 ;; The value to boost God Power charge by on activation HealthGainPercent=0.10 ;; The value to boost health by on activation [LiquidGame.Aspect_EyeForAnEye] TimeWindow=8.0 ;; Seconds to track damage for ActivationPercentLevel1=0.30 ;; Percent of max health that must be lost within the time window in order to activate this ability (float) ActivationPercentLevel2=0.30 FleshDamageBoostLevel1=20 ;; Value to increase damage by per level (int) FleshDamageBoostLevel2=40 ArmorDamageBoostLevel1=50 ;; Value to increase damage by per level (int) ArmorDamageBoostLevel2=75 PowerBoostLevel1=1 ;; Value to increase power by per level (int) PowerBoostLevel2=2 [LiquidGame.Aspect_FlashingBlock] FleshDamageBoostLevel1=10 ;; Flesh damage bonus for each level FleshDamageBoostLevel2=20 [LiquidGame.Aspect_FortifyingBlock] BuffTimeLimit=10 ;; How long is the buff active, resets with each block (seconds) ResistanceBoostBlock1Level1=0 ;; Resistance bonus for one block ResistanceBoostBlock1Level2=0 ResistanceBoostBlock2Level1=0 ;; Resistance bonus for two blocks ResistanceBoostBlock2Level2=0 ResistanceBoostBlock3Level1=0 ;; Resistance bonus for three blocks ResistanceBoostBlock3Level2=0 ResistanceBoostBlock4Level1=0 ;; Resistance bonus for four blocks ResistanceBoostBlock4Level2=0 ResistanceBoostBlock5Level1=0 ;; Resistance bonus for five blocks ResistanceBoostBlock5Level2=0 PowerBlockChanceLevel1=0.10 ;; Power Block percent chance after activation PowerBlockChanceLevel2=0.10 AutoBlockStartingValue=0 ;; The number of successive blocks needed for auto-power block AutoBlockCooldown=10.0 ;; Cooldown time for auto-Power Block [LiquidGame.Aspect_GodPowerCooldown] PercentCostReductionLevel1=0.10 ;; Percent increase to the god power cool down rate (int) PercentCostReductionLevel2=0.20 [LiquidGame.Aspect_GoodLuck] CriticalChance1=0.0 ;; How much Critical Chance to add per level CriticalChance2=0.0 CriticalChance3=0.0 CriticalDamage1=0 CriticalDamage2=0 CriticalDamage3=0 LacerateChance1=0.0 ;; How much Lacerate Chance to add per level LacerateChance2=0.0 LacerateChance3=0.0 LacerateDuration1=0.0 LacerateDuration2=0.0 LacerateDuration3=0.0 StunChance1=0.0 ;; How much Stun Chance to add per level StunChance2=0.0 StunChance3=0.0 StunDuration1=0.0 StunDuration2=0.0 StunDuration3=0.0 [LiquidGame.Aspect_GreatLuck] CriticalFleshBonusLevel1=10 ;; How much flesh damage bonus on crits CriticalFleshBonusLevel1=20 LacerateDurationPercentLevel1=0.10 ;; How much percent Lacerate duration to add (float) LacerateDurationPercentLevel1=0.20 StunDurationLevel1=1.0 ;; How many seconds of Stun to add (float) StunDurationLevel2=2.0 [LiquidGame.Aspect_Grounded] ResistanceBoostLevel1=0 ;; When blocking, how much resistance bonus per level ResistanceBoostLevel2=1 ResistanceBoostLevel3=3 BlockingResistanceBoostLevel1=1 ;;When blocking, how much resistance does this ability add BlockingResistanceBoostLevel2=1 BlockingResistanceBoostLevel3=1 [LiquidGame.Aspect_HermesDodgeAttack] ArmorDamageBonus=10 FleshDamageBonus=10 PowerBonus=1 [LiquidGame.Aspect_HermesHeavyDashAttack] ArmorDamage=50 ;; Armor damage bonus PowerBonus=0 ;; Power bonus [LiquidGame.Aspect_HermesWeaponSwap] ResistanceBonus=4 InterruptionStrengthBonus=4 [LiquidGame.Aspect_ImproveArgo] ArmorDamageBonusLevel1=3 ArmorDamageBonusLevel2=5 FleshDamageBonusLevel1=1 FleshDamageBonusLevel2=2 [LiquidGame.Aspect_ImprovedDashAttack] ArmorDamageBonusLevel1=50 ;; Armor damage bonus ArmorDamageBonusLevel2=50 FleshDamageBonusLevel1=0 ;; Flesh damage bonus FleshDamageBonusLevel2=20 PowerBonusLevel1=0 ;; Power bonus PowerBonusLevel2=0 [LiquidGame.Aspect_ImprovedDodge] ;;PercentDamageReduction=1.0 ;; Percent of damage reduction while dodging (float) ;; Warning, changing this value requires a corresponding change to the animation rate in Jason's anim tree. ;; This variable only scales his movement rate. PercentSpeedIncrease=0.75 ;; Percent to speed up Jason's dodge by (float) [LiquidGame.Aspect_ImprovedDodgeAttack] ArmorDamageBonusLevel1=15 ;; Armor damage bonus ArmorDamageBonusLevel2=30 FleshDamageBonusLevel1=0 ;; Flesh damage bonus FleshDamageBonusLevel2=10 PowerBonusLevel1=0 ;; Power bonus PowerBonusLevel2=0 ChainWindow=1.7 ;; Time window to consider a follow up attack as part of a chain [LiquidGame.Aspect_ImprovedMaceSignature] PowerBoostLevel1=0 ;; Power increase per level PowerBoostLevel2=5 RadiusBoostLevel1=0.5 ;; Percentage range increase to the AoE effect per level RadiusBoostLevel2=0.5 [LiquidGame.Aspect_ImprovedPowerBlock] PowerBoostLevel1=0 ;; How much power does this add to Power Block PowerBoostLevel2=0 StunBoostLevel1=1 ;; How much power does this add to Power Block StunBoostLevel2=2 [LiquidGame.Aspect_ImprovedSpearBashLinker] ArmorDamageBonusLevel1=0 ;; Armor damage bonus ArmorDamageBonusLevel2=0 FleshDamageBonusLevel1=20 ;; Flesh damage bonus FleshDamageBonusLevel2=20 PowerBonusLevel1=0 ;; Power bonus PowerBonusLevel2=0 ChainWindow=0.4 ;; Time window to consider a follow up attack as part of a chain [LiquidGame.Aspect_ImprovedSpearSignature] ArmorDamageBonusLevel1=40 ;; Armor damage bonus ArmorDamageBonusLevel2=40 FleshDamageBonusLevel1=10 ;; Flesh damage bonus FleshDamageBonusLevel2=10 PowerBonusLevel1=0 ;; Power bonus PowerBonusLevel2=0 [LiquidGame.Aspect_Interruption] MinimumLevelForBurst=2 BurstRadiusLevel1=0 ;; The radius of the Power Burst (unreal units) BurstRadiusLevel2=100 BurstPowerLevel1=0 ;; The power of the burst BurstPowerLevel2=16 FleshDamageLevel1=10 ;; Flesh damage bonuses FleshDamageLevel2=10 CooldownTime=0.001 ;; Cooldown window for applying the modifier [LiquidGame.Aspect_InterruptionResistance] InterruptionDefenseBoostLevel1 = 2.0 ;; Bonus interruption defense per level InterruptionDefenseBoostLevel2 = 4.0 [LiquidGame.Aspect_Lacerate] LacerateChance1=0.25 ;; How much Lacerate Chance to add per level LacerateChance2=0.45 LacerateChance3=0.45 LacerateDuration1=10.0 LacerateDuration2=15.0 LacerateDuration3=15.0 [LiquidGame.Aspect_MercyOfTheGods] PercentRegenBonus=0.50 ;; Percent increase to the god power cool down rate (float) [LiquidGame.Aspect_Opportunist] CooldownLevel1=5.0 ;; Maximum time elapsed to apply buffs, after a proc on a specific enemy CooldownLevel2=10.0 CriticalChance1=0.02 ;; How much Critical Chance to add per level CriticalChance2=0.05 CriticalChance3=0.10 LacerateChance1=0.10 ;; How much Lacerate Chance to add per level LacerateChance2=0.15 LacerateChance3=0.25 StunChance1=0.02 ;; How much Stun Chance to add per level StunChance2=0.05 StunChance3=0.010 [LiquidGame.Aspect_PowerUp] PowerBoostLevel1=1 ;; Value to increase power by for level 1 (int) PowerBoostLevel2=2 [LiquidGame.Aspect_PressingAdvantage] DamageBoost=10 ;; Damage increase while an enemy is staggering (int) [LiquidGame.Aspect_ProneAttack] GodPowerRechargeBonusPercent1=0.1 ;; How much armor damage bonus to apply when Jason is behind his target GodPowerRechargeBonusPercent2=0.2 [LiquidGame.Aspect_Regeneration] HealthGainPercentLevel1=0.01 ;;Percentage health to gain for level 1 (float) HealthGainPercentLevel2=0.015 ;;Percentage health to gain for level 2 (float) [LiquidGame.Aspect_Resistance] ResistanceBoostLevel1=1 ;; Resistance bonus per level ResistanceBoostLevel2=2 ResistanceBoostLevel3=3 [LiquidGame.Aspect_SkilledStrike] ActivationChanceLevel1=0.15 ;; The chance for activation ActivationChanceLevel2=0.25 CriticalChance1=1.0 ;; How much Critical Chance to add per level CriticalChance2=1.0 CriticalChance3=1.0 LacerateChance1=1.0 ;; How much Lacerate Chance to add per level LacerateChance2=1.0 LacerateChance3=1.0 StunChance1=1.0 ;; How much Stun Chance to add per level StunChance2=1.0 StunChance3=1.0 [LiquidGame.Aspect_StrengthOfTheGods] DamageReductionLevel1=0.15 ;; Percent incoming damage reduction to apply while attacking for level 1 (float) DamageReductionLevel2=0.30 DamageReductionLevel3=0.45 [LiquidGame.Aspect_Stun] StunChance1=0.10 ;; How much Stun Chance to add per level StunChance2=0.10 StunChance3=0.10 StunDuration1=3.0 StunDuration2=4.0 StunDuration3=5.0 ChanceArmorBreakLevel1=0.50 ;; Bonus chance for stun after breaking armor, added to regular stunchance ChanceArmorBreakLevel2=0.50 [LiquidGame.Aspect_Surround] EffectRadiusLevel1=0 ;; The radius to check for and effect enemies in (unreal units) EffectRadiusLevel2=0 EffectValueEnemy0=0.0 ;; Proc percent bonus values based on number of enemies in range (float) EffectValueEnemy1=0.0 EffectValueEnemy2=0.0 EffectValueEnemy3=0.0 EffectValueEnemy4=0.0 EffectValueEnemy5=0.0 EffectMultiplierLevel1=0.0 ;; Multipliers for the percent chance of effect values based on nearby enemies (float) EffectMultiplierLevel2=0.0 [LiquidGame.Aspect_Tempest] ;;CounterTimeLimit=10 ;; Time limit between hits ;; Flesh Damage increase per counter and aspect level DamageBoostLevel1Counter1=0 DamageBoostLevel1Counter2=10 DamageBoostLevel2Counter1=0 DamageBoostLevel2Counter2=20 ;; Armor Damage increase per counter and aspect level ArmorDamageBoostLevel1Counter1=0 ArmorDamageBoostLevel1Counter2=0 ArmorDamageBoostLevel2Counter1=0 ArmorDamageBoostLevel2Counter2=0 ;; Power increase per counter and aspect level and counter PowerBoostLevel1Counter1=0 PowerBoostLevel1Counter2=0 PowerBoostLevel2Counter1=0 PowerBoostLevel2Counter2=0 ;; How much Critical Chance to add per level and counter ;;CriticalChanceLevel1Counter1=0.02 ;;CriticalChanceLevel1Counter2=0.05 ;;CriticalChanceLevel2Counter1=0.05 ;;CriticalChanceLevel2Counter2=0.05 ;; How much Lacerate Chance to add per level and counter ;;LacerateChanceLevel1Counter1=0.10 ;;LacerateChanceLevel1Counter2=0.15 ;;LacerateChanceLevel2Counter1=0.15 ;;LacerateChanceLevel2Counter2=0.15 ;; How much Stun Chance to add per level and counter ;;StunChanceLevel1Counter1=0.03 ;;StunChanceLevel1Counter2=0.05 ;;StunChanceLevel2Counter1=0.05 ;;StunChanceLevel2Counter2=0.05 ;; Hit counter activation counts Counter1=3 Counter2=5 [LiquidGame.Aspect_TrickstersCircle] EffectRadiusLevel1=150 ;; The radius to check for and effect enemies in (unreal units) EffectRadiusLevel2=150 EffectValueEnemy0=0.0 ;; Proc percent bonus values based on number of enemies in range (float) EffectValueEnemy1=0.01 EffectValueEnemy2=0.02 EffectValueEnemy3=0.03 EffectValueEnemy4=0.04 EffectValueEnemy5=0.05 EffectMultiplierLevel1=1.0 ;; Multipliers for the percent chance of effect values based on nearby enemies (float) EffectMultiplierLevel2=2.0 [LiquidGame.Aspect_WillOfTheGods] PercentDamageReduction=0.5 ;; Percent of damage reduction while in state of grace (float)